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Hector Update / Version 1.0.324 / REV 87153 / 7 June 2017

Director's Notes

We're finally ready to present 'Hector', the last major update for Albion Online before the upcoming release on July 17th.

We have squeezed a lot into this one and I'm very proud of the team that we've managed to pull of all of these changes, in addition to making the necessary preparations for launch.

That said, we have had to cut some corners to make it happen and you can expect us to follow up on this update with several additional patches as we close in on launch. Please keep your feedback and bug reports coming!

New Features and Major Changes

THE BLACK MARKET

The Black Market is now open in Caerleon!

Your new rotund friend is waiting for you west of the main square

Buys gear, sells it on to shady characters

The merchant will put up buy orders for equipment he wants

You can also make sell orders and wait for his prices to match

Items bought by the merchant mysteriously find their way into the hands of mobs in the world, which will then occasionally drop them as loot

Quality and enchantment level will remain intact throughout the process

"Crafted by" is not currently retained, but we're hoping to improve this in the near future

Pricing auto-balances itself

Every time a mob wants to drop an item, it checks the black market storage for that item, and if there aren't any in storage, it increments the buy order for that item by an amount based on item value, so prices for items will rise until they're high enough to be worth selling to. Also, a certain percentage of items are mysteriously lost along the way, so there's an inbuilt destructive element in the cycle to keep the economy flowing nicely

EQUIPMENT ITEM STACKING

Equipment items can be stacked

Items of the same type, quality and durability may now be stacked on top of each other

Equipping items will automatically split the item stack

On knockdown all items in the stack will receive damage

On death, each item in the stack has an individual chance of destruction

Note: though not implemented yet, in an upcoming update names of crafters will be recovered once the stack is split again

Equipment items can be mass crafted

You may now craft a large number of equipment items at once

Equipment items will automatically stack during the crafting process

Equipment items can be mass traded

Stacks of equipment items may be freely traded from player to player

You may now sell and create sell orders for stacks of equipment items at marketplaces

OUTLANDS CHANGES

Harbors and Black Cities are gone

Harbor clusters are now normal clusters

The three cities in the black zone - Fort Thursair, Farewich, and Sheerbrough - have been removed

Islands in the three cities, and all market orders in both cities and harbors, have been moved to Caerleon. Any items left in banks in these cities or in harbors have been lost, as have any buildings left standing.

The Realmgate

The Caerleon Realmgate has now opened!

This glowing gateway in Caerleon (in the middle of the Royal Continent) will allow you to travel to one of numerous realmgates in the Outlands

Outlands gates all connect exclusively to the Caerleon gate

You can't use a realmgate on a different continent (Anglia, Cumbria and Mercia) for 60 minutes after travelling

You can't travel to a different realmgate on the same continent for ten minutes after travelling

Outlands resources

Outlands regions in Anglia and Cumbria now spawn the same number of resources as the equivalent region in Mercia

The better outlands regions now have increased chances of having enchanted resources (Cumbria having twice the normal chance of enchantment, and Mercia having four times)

Tier 7 resources now have more spawn locations, but spawn with 23 units

HELLGATES

The map now forms a pentagram, allowing groups to rotate around them as they see fit - this should be much better from a PvP perspective

You can enter at any one of five points

Mob revisions

Mobs are now set up to be much easier to disengage from

Consistent DPS reduced to make it less crippling to be ambushed while fighting them

Minibosses

There are now five minibosses

You need to kill all five to trigger the main boss

Helping to kill a miniboss gives a short 5% buff to damage and resistances

Exit timer

You can't leave any hell until you've been there for at least four minutes (or until you die)

Infernal Hellgate

This is the new name for the Hellgate found in red and black zones, which still exists, but with all the changes outlined above

Ignited Hellgate

Ignited Hellgate is a new Hellgate, found in yellow zones

When you lose all your health inside this gate, you're knocked down and ejected from hell

The hostile counter is enabled

Item power is soft-capped to keep them competitive

Fame and loot are scaled appropriately for its reduced danger level

Ashen Hellgate

Ashen Hellgate is a new Hellgate, found in safe zones

Similar to the Ignited Hell, with the following changes:

It's limited to two players only

The boss is replaced with a lootable chest

Mobs are appropriately balanced for the player numbers

Fame and loot again scaled for danger level

NEW MOUNTS

Undead, Keepers and Morganas now all have two faction mounts: a regular one, and an epic one which has activated ability. Note that the Undead Bonehorse already exists and is therefore not listed here.

New Tier 8 Undead epic mount: Spectral Bonehorse

One of the new epic faction mounts, the Spectral Bonehorse is a prestige mount with an active ability, allowing you to briefly turn invisible

To craft, needs a regular Bonehorse and a special item that drops from the Undead raid boss

New Tier 5 Keeper mount: Swiftclaw

The Swiftclaw occupies a similar role to the Direwolf, but losing a bit of speed in exchange for more protection

Swiftclaw Cubs will drop from Keeper bosses

New Tier 8 Keeper epic mount: Rageclaw

Another of the new epic faction mounts, the Rageclaw is a prestige mount with an active ability, allowing you to sprint even faster for a short period

To craft, needs a Swiftclaw and a special item that drops from the Keeper raid boss

New Tier 5 Morgana mount: Warhorse

The Warhorse is an improved version of the Armored Horse

To craft, needs an Armored Horse and a special saddle that drops from Morgana bosses

New Tier 8 Morgana epic mount: Nightmare

The third of the new epic faction mounts, the Nightmare is a prestige mount with an active ability, allowing you to leave a trail of burning fire behind you for a short time, damaging any enemies who touch it

To craft, needs a Warhorse and a special item that drops from the Morgana raid boss

New Tier 8 mount: Transport Mammoth

Transport Mammoths are the ultimate Guild-level transport: it carries huge amounts of cargo, and while it's slow enough that it probably needs a sizeable escort through dangerous territory, it's also tough enough to withstand some punishment while you fight the enemy off

Mammoth calves are a rare drop from mammoths

New Tier 4 mount: Giant Stag

The Giant Stag is a fun alternative to the regular Horse, with some small stats differentiation

Fawns drop rarely from Giant Stags (similar to a Direwolf drop)

New Tier 2 mount: Mule

Given as a reward for completing the tutorial

The perfect starter mount!

NEW TUTORIAL

Once you get into the first town, you will find friendly Royal agents around to help you find your feet

Finish all their tasks, and they'll reward you with the new Mule mount and a Novice's Cape

JOURNEYMAN'S WEAPONS

This also eliminates the remaining weirdness with the Adept nodes for those weapons

POTION REWORK

All potion have been revisited and reworked.

Potion Cooldown has been reduced to two minutes, and in some cases even lower.

Healing Potions:

Heals a portion of the max heals over the course of 15s (Duration is the same on every tier)

Energy Potions:

Instantly restores a percentage of the max energy

Resistance Potions:

Increases Resistances and Crowd Control Resistance for 6s.

Revive Flasks are now Gigantify Potions:

Increases Max Health and Max Load for 15s

Chilling Flasks are now Sticky Potions:

Can be thrown at a ground target, to create an area which slows and reduces damage of enemies.

Recovery Potions are now Poison Potions:

Can be thrown at enemies to poison them, dealing true damage over time and reducing armor.

Cleansing Potions are now Invisibility Potions:

The caster turns invisible after consumption.

Improvements

Health bars have been given a visual makeover.

An energy bar is also now shown beneath health bars.

Load screens are now approx. 700% more sumptuous.

The Destiny Board UI has been brought up to date, and is now much easier to read.

The Destiny Board tracker widget is substantially improved:

You can change its size!

You can show percentages!

You can untrack individual nodes!

You can switch to an "icons only" view!

Destiny Board completion notifications have been updated to be sleeker and more modest (and therefore use up less of the screen).

World map has been smoothed and polished.

The territory UI has been overhauled, as has the UI for scheduling attacks.

The GvG UI has been overhauled too (and you can now kick players from GvG again).

Multiplayer expeditions will now tell you what role other players signed up for (so you can kick your "healer" who's using dual daggers).

You can now adjust the quality of footsteps in the options menu.

Hovering over resources in the world now displays a tooltip telling you what type of resource it is (can be disabled).

The cluster map now has a compass border again!

The Keeper leadership - including the Earthmother - once again walks the world, and can be found in Inis Mon.

Inis Mon replaces the old Caerfyddin area.

Added a proper "buildings" button to the HUD.

The travel planner UI has been improved.

The portrait selection UI has been improved (as you can tell, the UI team has been busy).

Silver drops should now consistently appear 0.5s after a mob dies (previously they were being blocked by death animations).

Armors have had a visual rework, improving quality and making them more readable.

Using a ground-target spell no longer interferes with auto-attacking.

When force-moving (default RMB in Classic controls), instant spells will now generally not interrupt the movement.

You can now use arrow keys to scroll between regions when searching in the world map.

Login screen now gives you feedback that it's doing something when you log in.

Added missing armor and weapon sounds.

Added missing sounds for various buffs and debuffs.

Added missing sounds for various mobs.

Added reward jingles for Destiny Board notifications.

Added sounds for certain player actions (eg buy, sell, repair).

Added sounds when selecting major buildings.

The Farming Merchant now sells decorations for your personal and Guild islands. Check it out!

Combat Balance Changes

Miscellaneous:

Slows won't trigger diminishing returns anymore

Arcane Staffs:

New ability: Energy Bolt on Q Slot

New ability: Energy Beam on W Slot

Magic Sphere:

Ability reworked: It can now be cast on allies or self, increasing magic resist for allies in the area. Enemies in the area will lose energy and are also revealed from invisibility.

Arcane Orb:

Cooldown: 20s -> 15s

Motivating Cleanse:

Cooldown: 10s -> 15s

Passive: Magic Force:

Abilities needed to activate: 6 -> 5

Bows:

Demon Arrow:

Hit Delay: 0s -> 0.2s

Reduced projectile speed

Passive: Slow Poison:

Slow Strength vs Mobs: 25% -> 40%

Speed Shot ability on Bows

Cooldown: 10s -> 15s

Cursed Staffs:

Armor Piercer:

Armor Debuff Strength reduced by 28%

Damage increased by 43%

Daggers:

Disembowel:

Additionally breaks shields buffs of targeted enemies

Fire Staffs:

Pyroblast:

Cast Range: 9m -> 12m

Hammers:

New ability: Power Geyser on W Slot
​

Slowing Charge:

Can now be cast at a ground target

Now also slows all enemies during the dash animation

Cast Range: 9m -> 12m

Slow Strength: 42% -> 50%

Energy Cost reduced by 41%

Slow Radius: 5m -> 4m
​

Grasp of the Undead:

Range: 20m -> 26m

Ground Breaker:

Energy Cost reduced by 16%
​

Earth Shatter:

Energy Cost reduced by 17%
​

Knockout:

Energy Cost reduced by 14%
​

Bash Knee:

Energy Cost reduced by 40%

Holy Staffs:

Life Touch Staff:

Is now a one-handed weapon

Holy Touch:

Can now be applied to the caster

Passive: Magic Force:

Abilities needed to activate: 6 -> 5

Maces:

Snare Charge:

Jump Speed reduced

Range: 9m -> 11m

Battle Howl:

Silence Duration reduced by 17%

Nature Staffs:

Cleanse Heal:

Cooldown: 10s -> 15s

Quarterstaffs:

New ability: Separator on E Slot of the Quarterstaff

Forceful Swing is now available on W slot of all Quarterstaff-line items

Hurricane:

Removed the self-slow

Concussive Blow:

Energy Cost reduced by 40%

Cartwheel:

Energy Cost reduced by 29%

Spears:

Charged Blade is now called Inner Focus:

Reworked the ability: It is now a 2s self channel where each tick increases damage, cc duration and move speed.

Cripple:

If the enemy had a move speed buff active on hit, the caster will now get an additional move speed increase
​

Lunging Strike:

Energy Cost reduced by 33%

Spirit Spear:

Energy Cost reduced by 25%

Swords:

Spinning Blades:

This ability is now a ground target jump attack, which deals AoE damage on landing

Mighty Swing:

Damage Reduced by: 11%

Armors:

Leather Equipment Passives:

Combined Attack Speed: 15% -> 24%
​

Speed Caster:

Energy Cost Reduction Buff: 20% -> 40%
​

Bloodlust:

Duration: 10s -> 8s

Heal increased by 33%
​

Fury:

Max Stacks: 5 -> 10
​

Energy Drain:

Now also restores energy of each ally in effect range

Helmets:

Iceblock:

Cooldown: 40s -> 60s

Perpetual Energy:

Duration: 6s -> 10s
​

Retaliate:

Increases the resistances of the caster now, instead of reducing it.

Reflected Damage: 105% -> 100%

Damage Type: Physical -> Magical

Shoes:

Run:

Duration: 10s -> 7s

Shield Charge:

Radius: 5m -> 4m

Duration: 4s -> 3s

Wanderlust:

Duration: 14s -> 16s

Invisibility:

Move Speed Increase per second: 10% -> 20%

Max Move Speed Stacks: 10 -> 5

Rush:

Now also increases Crowd Control Duration

Position Swap:

Cooldown: 40s -> 20s

Offhands:

All Shields:

Resistances reduced by 20%

Torch:

Now also increases Cooldown Reduction (50% of the reduction strength of the horn)

Attack Speed Bonus reduced by 25%

Mounts:

Ox:

Base Move Speed increase: 10% -> 20%

Changes

Essences are no longer needed for refining!

Essences are now only dropped by special mobs at altar locations.

A new Morgana boss has been added: The Torturer.

You can no longer harvest resources while participating in GvG fights.

Focus numbers are now all 10x larger: you get 10x more per day, and as a baseline everything costs 10x more than it used to. (Focus stockpiles should also be multiplied by 10x.)

On top of the above change, focus costs now vary by item, depending on their tier and how many resources they use.

The chat font is now bigger.

Options to auto-deny duel requests and Guild invites are now found in the Social setting rather than the HUD settings.

Beginner's items have been buffed to be somewhat stronger.

T2, T3 and T4 hide mobs are now slightly faster to skin (reduced by 50%/25%/10%) to somewhat balance out the time penalty involved in killing the mob.

Corrected build requirements for Legendary player houses.

Reduced the item power soft cap in the Yellow zone from 900 to 800 item power, and in the Safe zone from 900 to 700. The scaling factor is also somewhat stronger than it used to be.

Laborer balance overhaul:

"Fame to progress" recalculated - it should now take ~50 journals to get a laborer to T8. (Note that, to get the laborer to a useful level of happiness, you need the appropriate tier of house and furniture too, which will take somewhat longer to afford for most players. Also note that there is never a disadvantage to levelling up your laborer!)

Journal rewards recalculated to match current balance: they should now give ~20% of the value of what they need to fill. Generally this means Fame targets go up and rewards go down, compared to the previous balance.

Mercenary journals have had their Fame targets reduced, and their silver rewards rebalanced.

Work time is now 22h.

Trophy journals now take ~3x as long as an equivalent non-trophy journal.

Fame rewards for Brittle Skeletons, Frail Skeletons and Ghouls have been reduced by 30-70%.

Destiny Board specialization nodes (ie the outer ring of the Destiny Board) for combat, crafting and farming have had their Fame targets doubled.

Destiny Board specializations (see above) for gathering and refining have their Fame requirements per mastery level increased by between 1.01x and 2x (scaling linearly from ML0 to ML100).

All Destiny Board crafting nodes in the farm tree have their Fame requirements per mastery level doubled (multiplies with the above, where applicable).

Destiny Board adventurer nodes have had their Fame requirements rebalanced.

Destiny Board journeyman weapon nodes no longer have two stages, and the spell they formerly unlocked is now unlocked from the start.

Spell unlocks on the Destiny Board have been repositioned so they unlock earlier.

Region names have been reviewed and, where necessary, streamlined to aid readability and pronounceability. (For example, many Hs were removed from mountain region names, because Celtic is not most players' first language.)

Material costs of armored horses and oxen increased by 50%.

Mobs will only aggress players by proximity if they're not in combat: once they start fighting, they will only aggress players who do something aggressive until they die or reset.

"Aggressive things" (for the purposes of mob aggression) now includes all aggressive spells on mobs and all beneficial spells on mobs' targets.

Giving a shield to a mob's target will now cause aggression proportional to the shield's strength, bringing it in line with healing.

Critter/hide mob skeletons will now stick around for twice the mob's average respawn time, decreasing "skeleton piles" and making it easier to see where higher-tier mobs spawn.

Veteran and Elite Morgana Knights have had their mechanics adjusted to be more interesting.

Added some additional Guild logos.

Lowered territory yield buff to 50%, to compensate for the increased amount of resources now found in watchtower territories.